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MrFlibble

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About MrFlibble

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    Grenadier
  • Birthday 01/22/1986

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  1. Yes, the shape of the outer walls is different as I pointed out in my previous post. Ezer_2000, good catch on the screws and rivets, I didn't notice that myself. Indeed that design becomes outright ridiculous when you realise that these shapes are something improbable for a building of that scale.
  2. Not only that, but the shape of the ConYard itself is also inaccurate to the original image - both in-game and as shown in the FMV, and official renders. You can see in this strategy guide scan that the outer walls are not parallel but fan outwards to the front. Neither are they flat on top but slope quite a bit. It seems that the artist used the raw sprite as reference without regard to the aspect ratio correction issue (I'm afraid that the team might not be even aware of this problem, possibly because they're using C&C95 as a reference), resulting in a different height-to-width ratio of the building. But the in-game sprite is still pretty unambiguous about the outer walls being non-parallel. No idea why this was changed. The result is as if someone had played C&C a long while ago and then created the remastered version of the ConYard from a vague memory of what it looked like in the original game. There doesn't seem to be any reason for the developers of the remaster to not use as much original reference material as possible to maintain authenticity of the visuals. There's plenty of high-res renders out there, but Jim Vessella's post only mentions the FMV and the UI icons (presumably from the C&C95 release). Is the team even aware of these other sources? I mean, aren't the sprites being done by the same team as StarCraft Remastered? The sprites in SCR are very close to their original counterparts. Can these criticisms be in any way related to the remaster dev team?
  3. Cool, I've been listening to this track earlier today (cued by the word Mayday) and wondered exactly where those soundbites come from :) BTW, it seems like the jukebox at Frank K's site is down for some reason :(
  4. Just found these articles with some nice analysis of mission design in Command & Conquer: http://www.ultimaratioregum.co.uk/game/2013/09/07/real-time-strategy-level-design/ http://www.ultimaratioregum.co.uk/game/2014/04/27/real-time-strategy-level-design-ii/
  5. Added the following sites to the list, all three courtesy of Hallfiry: Hallfiry's CD Index Kult Cover Disks - The Cover CD & Magazine Archive! Kult Game Downloads Details on each site are in the first post.
  6. MrFlibble

    1.06c Suggestions

    I'm sorry but I haven't found a separate topic that would be about random feedback (and not suggestions, as in the title of this thread) for your patch. Also it should be noted that I only asked about the changed tileset in a couple of missions.
  7. MrFlibble

    1.06c Suggestions

    Yeah, we're going to try that if everything else fails.
  8. MrFlibble

    1.06c Suggestions

    The SHP frame size had to be increased to fit a word that was larger in length than a single line. You didn't think that we were messing with the files just for the heck of it, did you?
  9. MrFlibble

    1.06c Suggestions

    Nyer, in the view of this discussion, how are the pips sprites aligned over unit/building graphics? IIRC, in Dune II every sprite is positioned by its top left corner, but apparently for C&C and RA it is not the case.
  10. MrFlibble

    1.06c Suggestions

    What's "factory missions"?
  11. MrFlibble

    1.06c Suggestions

    I have no idea what you're talking about... Apparently the harvested Tiberium/orca ammo/APC & chopper passenger meters have become displaced and are now positioned not at the bottom of selected units but higher. Haven't observed it myself since I haven't checked the latest version of the patch.
  12. MrFlibble

    1.06c Suggestions

    I trust that you were going to post this is this thread? And your post from there should be here? Anyway, Nyer, just wanted to ask, is this change still in effect?
  13. Thanks for the explanation! The patch I referred to did not expand the actual game screen to 640x480 dimensions, it just stretched the original 640x400 screen image to the 640x480 screen, effectively making the 640x400 and 640x480 modes indistinguishable. I assumed back then - possibly wrongly - that in case of the "true" 640x400 mode it was the hardware that did the stretching of the output, and in the 640x480 mode in that patch it was the game that did the stretching? Honestly I didn't give this much of a thought, I just noticed that both modes gave the identical result on the screen
  14. I suspected that much. When I said "takes" I referred to the speech clips in the first place, and also the "juvenile" sound effects
  15. I meant to say, was it intended by the developers to have an unstretched screen with black bars in the 640x480 mode? Because the "normal" behaviour as I understand it would be to stretch the image vertically?
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